Legendary Resistance (3/Day). If the Abyss Drider fails a saving throw, it can choose to succeed instead.
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 16). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The drider ignores movement restrictions caused by webbing.
Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) necrotic damage.
Bonesword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Bone Marrow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 12 (2d10 + 3) piercing damage plus 4 (1d8) necrotic damage. On a critical hit the arrow pins the creature in place and the creature must make a strength check (DC 15) to remove it.
The Abyss Drider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyss drider regains spent legendary actions at the start of its turn.
Improvised Earthquake: The Abyss Drider slams the ground with its Bonesword. Everyone within 60 ft. must make a DC17 Dex saving throw or be knocked prone.
Predator's Camouflage: The Abyss Drider can magically change the colour of its bones to hide from its enemies. Make a stealth check to hide in plain sight.
Tactical Jump (Costs 2 Actions): Triple the Abyss Drider's total jump distance until the start of their next turn and use this action to move or dash it's full movement to an unoccupied space.
Description
The Abyss Drider is an abomination from hell. Radiating with a constant necrotic smoke, it crawled its way back through dimensions after perishing at the hands of heroes in its past life. Made entirely of bone and necrotic sinew it's able to launch, seemingly infinite, javelin sized arrows made of hardened bone from its forearm.
Lair and Lair Actions
Abyss Drider Lair:
The Abyss Drider's lair is made of several pillars that stretch from the ceiling to the ground in a cavern with a radius of 300 ft. Some pillars do not reach the ceiling and can be used as a platform with a diameter of 10 ft to either hide or attack from. Each of those pillars vary in height. The floors are a wet cavernous type rock with lots of webbing covering the ground and much of the walls and ceiling.
Grappling Pillar: The lair reacts to the presence of prey and can cause four cavern pillars to change its properties to webbing rather than stone. The strong sticky webbing will immediately grapple a creature resting against it contested by its STR only, and must best a DC 15 save. Creatures can only use DEX to contest the grapple if they are wearing Light Armor or other easily removable clothing. In such a case creatures must best a DC 15 save and shed their armour, leaving it grappled by the pillar. When the pillar is in this state, solid projectiles can pass through it.
Previous Versions
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3/30/2020 3:25:16 AM
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3/31/2020 7:47:25 PM
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12/13/2020 2:54:35 AM
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12/13/2020 5:15:53 AM
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71
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12/16/2020 1:28:26 AM
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